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Updated 2w ago

by quodsoler

unreal-engine-skills

Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent supporting the Agent Skills spec.

Works with
  • Claude
  • Cursor

391 GitHub stars (391)

+40 in 16 days

Stars gained per day · daily snapshots since Sep 30
Stars gained per day, Sep 30 to Oct 16: +40 in total; the busiest day was Oct 15 with +15 stars.Oct 1: +1 starsOct 2: +4 starsOct 3: 0 starsOct 4: +2 starsOct 5: 0 starsOct 6: 0 starsOct 7: +1 starsOct 8: 0 starsOct 9: +1 starsOct 10: −1 starsOct 11: +6 starsOct 12: +2 starsOct 13: 0 starsOct 14: +3 starsOct 15: +15 starsOct 16: +6 stars
Stars gained between daily snapshots
PeriodNew stars
Oct 1+1
Oct 2+4
Oct 30
Oct 4+2
Oct 50
Oct 60
Oct 7+1
Oct 80
Oct 9+1
Oct 10−1
Oct 11+6
Oct 12+2
Oct 130
Oct 14+3
Oct 15+15
Oct 16+6
  • 30 skills (30 skills found in its SKILL.md files)
  • 63 forks (63 forks)
  • 2w ago last update (Last updated 2w ago)

Install

Skills CLI

npx skills add quodsoler/unreal-engine-skills

Asks which skills and agents to install. Just one: npx skills add quodsoler/unreal-engine-skills --skill ue-actor-component-architecture — add -g for every project.

Claude Code

git clone https://github.com/quodsoler/unreal-engine-skillscp -r "unreal-engine-skills/skills/ue-actor-component-architecture" ~/.claude/skills/

Copies the ue-actor-component-architecture skill into ~/.claude/skills/ for every project (use .claude/skills/ for one project). Repeat for the other skills listed below.

Plugin

/plugin marketplace add quodsoler/unreal-engine-skills

Run inside Claude Code if the repository ships a plugin marketplace, then pick plugins from /plugin.

Skills can run code on your machine — read the SKILL.md first.

What it does

In the author's own words, from each skill's SKILL.md — showing the first 30 of 31 files.

  • ue-actor-component-architecture

    Use when writing or debugging AActor and UActorComponent C++: constructor vs BeginPlay, PostInitializeComponents, EndPlay cleanup, SpawnActor/SpawnActorDeferred/FinishSpawning, CreateDefaultSubobject, NewObject + RegisterComponent, SetupAttachment/AttachToComponent, tick groups, UChildActorComponent, UINTERFACE, actor pooling. Also use when the user mentions 'BeginPlay', 'Tick', 'SpawnActor', 'Cr…

    skills/ue-actor-component-architecture/SKILL.md on GitHub (opens in a new tab)
  • ue-ai-navigation

    Use when writing Unreal Engine C++ AI — AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS queries or Smart Objects. Also use when the user mentions 'AAIController', 'UBTTaskNode', 'ExecuteTask', 'FinishLatentTask', 'UBlackboardComponent', 'FBlackboardKeySelector', 'UAIPerceptionComponent', 'FAIStimulus', 'UAISenseConfig_Sight', 'MoveTo', 'UNavigationSystemV…

    skills/ue-ai-navigation/SKILL.md on GitHub (opens in a new tab)
  • ue-animation-system

    Use when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe update, FAnimInstanceProxy, montage playback and delegates, anim notifies, animation curves, blend spaces, anim state machines, linked anim layers, root motion. Also use when the user mentions 'UAnimInstance', 'NativeUpdateAnimation', 'NativeThreadSafeUpdateAnimation', 'Montage_Play', 'OnMontageEnded',…

    skills/ue-animation-system/SKILL.md on GitHub (opens in a new tab)
  • ue-async-threading

    Use when offloading work off the game thread, dispatching results back to it, running data-parallel loops, or scheduling timers and tickers in UE C++. Also use when the user mentions 'UE::Tasks::Launch', 'FPipe', 'FTaskEvent', 'AsyncTask', 'Async()', 'TFuture', 'TPromise', 'ParallelFor', 'FRunnable', 'FAsyncTask', 'FCriticalSection', 'FRWLock', 'UE::FMutex', 'TMpscQueue', 'IsInGameThread', 'FTSTi…

    skills/ue-async-threading/SKILL.md on GitHub (opens in a new tab)
  • ue-audio-system

    Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Also use when the user mentions 'UAudioComponent', 'PlaySoundAtLocation', 'SpawnSoundAttached', 'SoundCue', 'MetaSound', 'UMetaSoundSource', 'SetFloatParameter', 'sound attenuation', 'spatialization', 'occlusion', 'sound concurrency', 'submix', 'audio bus', 'sound mi…

    skills/ue-audio-system/SKILL.md on GitHub (opens in a new tab)
  • ue-blueprint-cpp-interop

    Use when exposing C++ to Blueprint or calling Blueprint from C++: UFUNCTION(BlueprintCallable), BlueprintPure, BlueprintImplementableEvent, BlueprintNativeEvent, _Implementation, UBlueprintFunctionLibrary, WorldContext, DefaultToSelf, ExpandEnumAsExecs, DeterminesOutputType, latent nodes, FPendingLatentAction, FLatentActionInfo, UBlueprintAsyncActionBase, BlueprintAssignable, UINTERFACE, Execute_…

    skills/ue-blueprint-cpp-interop/SKILL.md on GitHub (opens in a new tab)
  • ue-character-movement

    Use when writing or debugging UCharacterMovementComponent code: custom movement modes, floor detection, jumping, crouching, root motion, moving platforms, or client-side movement prediction. Also use when the user mentions 'CharacterMovementComponent', 'CMC', 'PhysCustom', 'PhysWalking', 'MOVE_Custom', 'FSavedMove_Character', 'GetCompressedFlags', 'FCharacterNetworkMoveData', 'MovementBase', 'Lau…

    skills/ue-character-movement/SKILL.md on GitHub (opens in a new tab)
  • ue-cpp-foundations

    Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATED_BODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLARE_DYNAMIC_MULTICAST_DELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull. Also use when the user men…

    skills/ue-cpp-foundations/SKILL.md on GitHub (opens in a new tab)
  • ue-data-assets-tables

    Use when modelling designer-authored game data in C++ and loading it: data assets, data tables, curve tables, soft references and asset streaming. Also use when the user mentions 'UDataAsset', 'UPrimaryDataAsset', 'UDataTable', 'FTableRowBase', 'FindRow', 'FDataTableRowHandle', 'TSoftObjectPtr', 'TSoftClassPtr', 'FSoftObjectPath', 'UAssetManager', 'LoadPrimaryAsset', 'FStreamableManager', 'Reques…

    skills/ue-data-assets-tables/SKILL.md on GitHub (opens in a new tab)
  • ue-editor-tools

    Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry',…

    skills/ue-editor-tools/SKILL.md on GitHub (opens in a new tab)
  • ue-game-features

    Use when building, activating or debugging Game Feature plugins and modular gameplay. Also use when the user mentions 'GameFeatureAction', 'UGameFeatureData', 'GameFeaturesSubsystem', 'LoadAndActivateGameFeaturePlugin', 'BuiltInInitialFeatureState', 'ExplicitlyLoaded', '.uplugin', 'GameFrameworkComponentManager', 'AddReceiver', 'AddComponentRequest', 'AddExtensionHandler', 'NAME_GameActorReady',…

    skills/ue-game-features/SKILL.md on GitHub (opens in a new tab)
  • ue-gameplay-abilities

    Use when implementing or debugging the Gameplay Ability System in C++ — abilities, effects, attributes, cues and the AbilitySystemComponent. Also use when the user mentions 'GAS', 'UGameplayAbility', 'ActivateAbility', 'CommitAbility', 'UGameplayEffect', 'UAttributeSet', 'FGameplayAttributeData', 'AbilitySystemComponent', 'InitAbilityActorInfo', 'GiveAbility', 'TryActivateAbility', 'ability task'…

    skills/ue-gameplay-abilities/SKILL.md on GitHub (opens in a new tab)
  • ue-gameplay-cameras

    Use when building or fixing Unreal Engine cameras — spring-arm third-person rigs, first-person cameras, view-target blends, camera shakes, camera modifiers, cine cameras, or the Gameplay Camera System plugin. Also use when the user mentions 'APlayerCameraManager', 'USpringArmComponent', 'TargetArmLength', 'bUsePawnControlRotation', 'SetViewTargetWithBlend', 'UpdateViewTarget', 'CalcCamera', 'UCam…

    skills/ue-gameplay-cameras/SKILL.md on GitHub (opens in a new tab)
  • ue-gameplay-framework

    Use when writing or fixing Unreal Engine gameplay framework classes — GameMode, GameState, PlayerController, PlayerState, Pawn, Character, HUD, GameInstance — and the flows they own: player join, pawn spawning, match state, travel and non-GAS damage. Also use when the user mentions 'AGameModeBase', 'PostLogin', 'OnPostLogin', 'RestartPlayer', 'SpawnDefaultPawnFor', 'ChoosePlayerStart', 'match sta…

    skills/ue-gameplay-framework/SKILL.md on GitHub (opens in a new tab)
  • ue-gameplay-tags-messaging

    Use when defining, querying or replicating Gameplay Tags, or wiring decoupled event messaging between gameplay systems in C++. Also use when the user mentions 'FGameplayTag', 'FGameplayTagContainer', 'FGameplayTagQuery', 'UE_DEFINE_GAMEPLAY_TAG', 'native gameplay tag', 'DefaultGameplayTags.ini', 'GameplayTagList', 'tag redirect', 'MatchesTag', 'HasTagExact', 'RequestGameplayTag', 'UGameplayTagsMa…

    skills/ue-gameplay-tags-messaging/SKILL.md on GitHub (opens in a new tab)
  • ue-input-system

    Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'W…

    skills/ue-input-system/SKILL.md on GitHub (opens in a new tab)
  • ue-mass-entity

    Use when writing or debugging Mass Entity ECS code in Unreal Engine C++ — processors, queries, fragments, tags, observers, traits, spawning and large-scale agent simulation. Also use when the user mentions 'MassEntity', 'UMassProcessor', 'FMassEntityQuery', 'ForEachEntityChunk', 'FMassEntityManager', 'FMassFragment', 'FMassTag', 'FTransformFragment', 'UMassObserverProcessor', 'ObservedTypes', 'De…

    skills/ue-mass-entity/SKILL.md on GitHub (opens in a new tab)
  • ue-materials-rendering

    Use when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen, MegaLights, Substrate. Also use when the user mentions 'MID', 'CreateDynamicMaterialInstance', 'SetScalarParameterValue', 'UMaterialInstanceDynamic', 'material parameter collection', 'UTextureRenderTarget2D', 'DrawMateria…

    skills/ue-materials-rendering/SKILL.md on GitHub (opens in a new tab)
  • ue-module-build-system

    Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAME_API', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENT_MODULE', 'IMPLEMENT_PRIMARY_GAME_MODULE', 'LoadingPhase', 'circular…

    skills/ue-module-build-system/SKILL.md on GitHub (opens in a new tab)
  • ue-mover

    Use when writing or debugging movement built on the Mover plugin: custom movement modes, layered moves, movement modifiers, instant effects, mode transitions, input production, or rollback networking for a Mover pawn. Also use when the user mentions 'Mover plugin', 'MoverComponent', 'CharacterMoverComponent', 'UBaseMovementMode', 'FLayeredMoveBase', 'FMoverSyncState', 'FMoverInputCmdContext', 'FP…

    skills/ue-mover/SKILL.md on GitHub (opens in a new tab)
  • ue-networking-replication

    Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'COND_OwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySer…

    skills/ue-networking-replication/SKILL.md on GitHub (opens in a new tab)
  • ue-niagara-effects

    Use when driving Niagara VFX from C++: spawning a system, overriding User parameters, binding data interfaces, sending gameplay data through Niagara Data Channels, pooling components or handling OnSystemFinished. Also use when the user mentions 'Niagara', 'particle system', 'VFX', 'UNiagaraComponent', 'UNiagaraFunctionLibrary', 'SpawnSystemAtLocation', 'SpawnSystemAttached', 'SetVariableFloat', '…

    skills/ue-niagara-effects/SKILL.md on GitHub (opens in a new tab)
  • ue-physics-collision

    Use when setting up collision channels and profiles, running line/sweep/overlap queries, wiring hit and overlap events, or simulating rigid bodies in Unreal Engine C++. Also use when the user mentions 'collision channel', 'collision profile', 'LineTraceSingleByChannel', 'SweepSingleByChannel', 'OverlapMultiByObjectType', 'FHitResult', 'FCollisionQueryParams', 'FCollisionShape', 'OnComponentHit',…

    skills/ue-physics-collision/SKILL.md on GitHub (opens in a new tab)
  • ue-procedural-generation

    Use when generating world content or geometry procedurally in Unreal Engine: PCG graphs, custom PCG nodes in C++, runtime mesh building, instancing and seeded noise. Also use when the user mentions 'PCG', 'UPCGComponent', 'UPCGSettings', 'IPCGElement', 'UPCGBasePointData', 'surface sampler', 'static mesh spawner', 'runtime generation', 'CreateMeshSection', 'UProceduralMeshComponent', 'UDynamicMes…

    skills/ue-procedural-generation/SKILL.md on GitHub (opens in a new tab)
  • ue-project-context

    Use when creating, refreshing or repairing `.agents/ue-project-context.md`, the project document every other UE skill reads first. Also use when the user says 'project context', 'set up context', 'UE context', 'scan my project', 'onboard the agent to my project', 'update project context', 'configure project', 'what engine version is this project on', 'which plugins do we have enabled', or complai…

    skills/ue-project-context/SKILL.md on GitHub (opens in a new tab)
  • ue-sequencer-cinematics

    Use when playing Level Sequences from C++, building cutscenes or in-game camera moments, binding actors to sequence tracks at runtime, wiring Sequencer event tracks, or rendering with Movie Render Graph. Also use when the user mentions 'Sequencer', 'LevelSequence', 'ALevelSequenceActor', 'ULevelSequencePlayer', 'CreateLevelSequencePlayer', 'cutscene', 'camera cut', 'event track', 'ULevelSequenceD…

    skills/ue-sequencer-cinematics/SKILL.md on GitHub (opens in a new tab)
  • ue-serialization-savegames

    Use when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++. Also use when the user mentions 'save game', 'USaveGame', 'SaveGameToSlot', 'AsyncSaveGameToSlot', 'LoadGameFromSlot', 'DoesSaveGameExist', 'DeleteGameInSlot', 'ULocalPlayerSaveGame', 'UPROPERTY(SaveGame)', 'FArchive', 'FMemoryWriter', 'FCustomVersion', 'save versioning', '…

    skills/ue-serialization-savegames/SKILL.md on GitHub (opens in a new tab)
  • ue-state-trees

    Use when writing or debugging State Tree logic in Unreal Engine C++ — tasks, conditions, evaluators, considerations, schemas, transitions, events or Mass behaviours. Also use when the user mentions 'StateTree', 'state tree', 'FStateTreeTaskBase', 'FStateTreeExecutionContext', 'GetInstanceDataType', 'FInstanceDataType', 'UStateTreeComponent', 'UStateTreeAIComponent', 'FStateTreeReference', 'SendSt…

    skills/ue-state-trees/SKILL.md on GitHub (opens in a new tab)
  • ue-testing-debugging

    Use when writing or running Unreal Engine tests, adding logging, or profiling a build. Also use when the user mentions 'UE_LOG', 'log category', 'DEFINE_LOG_CATEGORY', 'UE_LOGFMT', 'verbosity', 'check', 'ensure', 'ensureMsgf', 'verify', 'IMPLEMENT_SIMPLE_AUTOMATION_TEST', 'automation test', 'TEST_CLASS', 'CQTest', 'AFunctionalTest', 'latent command', 'Unreal Insights', 'TRACE_CPUPROFILER_EVENT_SC…

    skills/ue-testing-debugging/SKILL.md on GitHub (opens in a new tab)
  • ue-ui-umg-slate

    Use when writing or fixing Unreal Engine UI in C++ — UMG user widgets, Slate widgets, Common UI screens, or MVVM view models. Also use when the user mentions 'UUserWidget', 'NativeConstruct', 'BindWidget', 'CreateWidget', 'AddToViewport', 'ESlateVisibility', 'OnClicked', 'UListView', 'widget animation', 'SNew', 'SLATE_BEGIN_ARGS', 'SCompoundWidget', 'UCommonActivatableWidget', 'activatable widget…

    skills/ue-ui-umg-slate/SKILL.md on GitHub (opens in a new tab)

Review before you install

A skill is a set of instructions and scripts your agent will follow, and it can run code on your machine. Read the SKILL.md and any scripts first — this listing is not a security review.